dwelling act 4 (live motion cap w/ kinect azure)
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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
Shader "Kinect/DepthTexShader" {
Properties {
//_MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
Pass {
ZTest Always Cull Off ZWrite Off
Fog { Mode off }
CGPROGRAM
#pragma target 5.0
//#pragma enable_d3d11_debug_symbols
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
//uniform sampler2D _MainTex;
StructuredBuffer<uint> _DepthMap;
uint _TexResX;
uint _TexResY;
uint _MinDepth;
uint _MaxDepth;
struct v2f {
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
v2f vert (appdata_base v)
{
v2f o;
o.pos = UnityObjectToClipPos (v.vertex);
o.uv = v.texcoord;
return o;
}
fixed3 hsv2rgb(fixed3 c)
{
fixed4 K = fixed4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
fixed3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
return c.z * lerp(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y);
}
float4 frag (v2f i) : COLOR
{
uint dx = (uint)(i.uv.x * _TexResX);
uint dy = (uint)(i.uv.y * _TexResY);
uint di = (dx + dy * _TexResX);
//return float4((float)dx / (float)_TexResX, (float)dy / (float)_TexResY, 0, 1);
uint depth2 = _DepthMap[di >> 1];
uint depth = di & 1 != 0 ? depth2 >> 16 : depth2 & 0xffff;
//depth = (depth >= _MinDepth && depth <= _MaxDepth) * (depth << 2);
uint cDepth = clamp(depth, _MinDepth, _MaxDepth);
//float r = (float)(depth & 0xff) / 255.0;
//float g = (float)(depth >> 8) / 255.0;
//return float4(r, g, 0.0, 1.0);
float fDepth = ((float)cDepth - (float)_MinDepth) / (float)(_MaxDepth - _MinDepth);
float3 hsvDepth = float3(fDepth, 1.0, 1.0);
float3 rgbDepth = hsv2rgb(hsvDepth);
return float4(rgbDepth * (depth != 0), 1.0);
}
ENDCG
}
}
Fallback Off
}